Tanks are way too overtuned at this point, and bloated AF.These suggestions seem unusual and strange to me. Maybe they would work? But they aren't what I would say, as someone that has played since ARR.
To make healers relevant in, say, a dungeon, the answer is simply to not allow tanks to heal themselves to the degree that a Warrior can and to make sure bosses and enemies hit hard with autos/DoTs/vulns.
How do I know this? Because I played in Heavensward where you would go through a dungeon and, generally, relied on the healer. Getting through it was a partnership between the tank doing good mit, the healer keeping them alive and the DPS killing things before the tank ran out of cooldowns.
What has changed since then:That said:
- Tanks have an abundance of self-heals.
- Tanks have a powerful short-cooldown mit, the 30% mit had its CD reduced, Reprisal became AoE, we got Arm's Length.
- Tanks got extremely good AoE so mob packs don't last an eternity in an average party of not-competent DPS.
- Bosses spend so much time doing mechs they don't do hard-hitting autos.
- Healers have lots of OGCD heals so they don't need to actually cast a heal.
- I always spammed my attacks on a healer, even in ARR and Heavensward.
- Healing was still often just apply regens on WHM -> DPS -> Benediction if needed.
- Although healing was like that even then, it was a lot more risky than it is now, and clearly going against the design intention. The difference now is SE decided to design around how we actually play healers.